<!doctype html> 
<html lang="en"> 
<head> 
    <meta charset="UTF-8" />
    <title>Making your first Phaser 3 Game - Part 9</title>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>

<script type="text/javascript">
    console.log(window.innerHeight)
    var config = {
        type: Phaser.AUTO,
        width: 960,
        height: 540,
        physics: {
            default: 'arcade',
            arcade: {
                gravity: { y: 300 },
                debug: false
            }
        },
        scene: {
            preload: preload,
            create: create,
            update: update
        }
    };

    var player;
    var stars;
    var platforms;
    var cursors;
    var score = 0;
    var scoreText;

    var game = new Phaser.Game(config);

    function preload ()
    {
        this.load.image('sky', 'assets/sky.png');
        this.load.image('ground', 'assets/platform.png');
        this.load.image('star', 'assets/star.png');
        this.load.image('bomb', 'assets/bomb.png');
        this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
    }

    function create ()
    {
        this.add.image(480, 270, 'sky');

        platforms = this.physics.add.staticGroup();

        platforms.create().setScale(2).refreshBody();

        platforms.create();
        platforms.create();
        platforms.create();

        player = this.physics.add.sprite(100, 450, 'dude');

        player.setBounce(0.2);
        player.setCollideWorldBounds(true);

        this.anims.create();

        this.anims.create();

        this.anims.create();

        cursors = this.input.keyboard.createCursorKeys();

        stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 70 }
        });

        stars.children.iterate(function (child) {

            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));

        });

        scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

        this.physics.add.collider(player, platforms);
        this.physics.add.collider(stars, platforms);

        this.physics.add.overlap(player, stars, collectStar, null, this);
    }

    function update ()
    {
        if (cursors.left.isDown)
        {
            player.setVelocityX(-160);

            player.anims.play('left', true);
        }
        else if (cursors.right.isDown)
        {
            player.setVelocityX(160);

            player.anims.play('right', true);
        }
        else
        {
            player.setVelocityX(0);

            player.anims.play('turn');
        }

        if (cursors.up.isDown && player.body.touching.down)
        {
            player.setVelocityY(-330);
        }
    }

    function collectStar (player, star)
    {
        star.disableBody(true, true);

        score += 10;
        scoreText.setText('Score: ' + score);
    }

</script>

</body>
</html>